Luck Token: Why This Change in Harrowing Frontier | World Anvil
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Luck Token: Why This Change

Luck Token: Whenever a player fails a save (except death saves), a skill check that results in them being damaged, or is unsuccessful with all their attacks/spells against enemy combatants, they receive a Luck Token provided by the DM. They can hold up to 3 tokens at a time, and they are lost between sessions. The player can exchange as many of these tokens as they’d like, each adding 1d4 before a roll; including attack, damage, skill check, or saves. If a Luck Token is spent and the result is still unsuccessful, you do not receive a luck token. They can also be spent to lower the amount of incoming damage from an attack.
  Why This Change: The roll of the dice can be fickle sometimes and everyone can have an off night. The intention behind these dice is to empower players to control the narrative more and pick their moment to shine. A pain point for players is dealing with monsters that try to disable a player character to gain the advantage in a combat. Although this is done to make the fight more interesting, the player can feel as though their turn is being skipped. The Luck Token can help them grab the spotlight when they've finally recovered their agency.
  DM's Note: The DM has full discretion over the issuing of these tokens. Please do not try to cheese/farm these tokens through meta-scheming as I will not reward them. For example: Repeatedly climbing up a tree and jumping down to force an acrobatics check. Failure = 1d6 damage, so that's a luck token (No). Or arguing that a harmless bunny an "enemy combatant" and then attacking it with an improvised weapons to increase your odd of missing.

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